I have an NVidia Gforce 8600 GT and I downloaded the prerealese drivers from NVidia and It works fine with sins.
top vasari
I must be really lucky, Sins works on WIndows 7 on my computer. but it didn't work before entrenchment.
If you are TEC you should just build 4 suicide starbases.... with core overload ability. then you can take out enemy fleets with just one SB. with the second lvl of self destruct the starbase can take down all ships except caps.
and construcor ships
[quote who="alway" reply="2" id="2060714"]After loading the savegame, the game had another minidump. This one also occured when I tried building a starbase, just as it went from migrator to star base under construction. The starbase was not under attack at the time, so that causing it is ruled out. Perhaps some sort of limit on starbases which if exceeded causes a crash? Going to try again under various conditions. Edit: After loading the savegame again, it seems to be able to buil
[quote] All or nearly all weapons fire effects disappeared. It seems to happen during big battles involving TEC missile ships.[/quote] Yah Ive noticed that as well
Dispite my name my favorite is the martza Because of the awsome missile barrage ability.
[quote who="alway" reply="2" id="2059367"]I personally like capships more than any other ships. They are powerful and don't require being replaced to often, if ever. Multiple high level capships can and will turn the tide of battles. On another note, off topic forums are on all Stardock sites, and so someone from Galciv II or Windows Blinds might not know what you are talking about. So for more specific questions on a game related topic, the game's general forum is the best pl
it may be that you were trying to build a staebase. The starbases don't charge the money as soon as you activate the ability but when it is ready to construct. so if you spent some money before it built the constructor would just sit there until you had enough resources again to build a starbase. It probably was just that your selling of reasources earned enough money for the constructor to finnaly construct.
as much as that is true if the colony is destroyed all of the anti buffs should be destroyed along with it.
Playing as the vasari the antorak marauders ability Subersion continues even after the planet is destroyed and even when you start a new colony on that planet. This really sucks because structure build time is decreased by 150% for 600 seconds. hope this can be fixed
I posted before how they were overpowerd but now they are quite well balanced I think. They do far less dmg, and they are weaker. [quote](let alone the 20-50 carriers in most players fleets[/quote] THat is a pretty bad example. 20-50 carriers alone could almost take out a starbase alone because they can stay out of the weapons range. if you have a large full sized fleet it doesnt matter how big your starbase is it will be destroyed! a fleet wit h20-50 carriers alone pr
I think that for some of the ships the old sounds are better. Especially for the TEC and pirate SUV and the capital ships. the new sounds are too light. These ships fire heavy guass cannons not light anti fighter ones. On the other hand now I like the new ones better for the flack frigate because they are not as annoying as it was previously.
I dont know if this is a bug or not but the all the autocannons on TEC, militia and pirates sound different. They sound like someone took out all of the bass and mid range sound out of the shots. Right now they sound sort of like raindrops being fired instead of bullets. If this was done on purpose I prefer the previous sound because it sounded more realistic. (not that sound would travel in space)[e digicons]:P[/e]
It seems that all of the Advent starbases are black.
[quote who="wbino" reply="25" id="2043558"]Maybe torpedo cruisers should not have a range advantage versus Starbases.....they SHOULD be fodder and should only get a lucky shot in every once in a while. Or slow down their rate of fire so much so that an opponet has time to react and counter. BTW who's driving the TEC torpedo cruiser? I don't see a cockpit anywhere, is it robotic? Anyone know?[/quote] Even without a range advantage they are overpowered. I had a vasari starbas
[quote who="samisawright" reply="22" id="2043364"]I agree that starbases are extremely effective against normal (especially cap) ships, especially if fully upgraded. BUt they are also extremely vulnerable to bomber attack, once its fighters have been eliminated. I didnt see any in my game, but does the starbase even have anydefence against bomber and fighter attack (other than the fighters obviously) OH and the torpedoes are a bitoverpowered, but i just find it funny that the torpe
Thanks Blair sounds great
[quote who="GoldenShadow" reply="4" id="2043004"]I thought the same thing. I was playing a 1v2 against 2 hard AI and They kept me pinned down to 4 planets for the most of the game. I managed to get starbases at the flanks and one in the center phase lane. I kept getting massive raids and etc that blow up everything. Eventually, the Ninja star ships come out and kill the starbases. I get mad and reload an autosave from 5 minutes prior and build a massive mine field where I knew the
Thanks for the advice I didnt know that they were weak against figters. But I still think that they are overpowered. they could take out any defence even hanger bays if there is flack. and repair bays dont heal fast enough to recover 600 or so dmg in the cooldown time for the missiles. I think they either should have a longer cooldown time or cost far more resources
The Anti Structure ships are way to powerful for their cost. I had a vasari starbase with full weapon upgrades, and the 3rd armour upgrade. A TEC fleet of one dunov, s whole bunch of cobalts, 5 or 6 lrms and 5 of their giant missile things the sheilds on my starbase went down within a minute and each time their missile ships fired they did around 600 dmg to my starbase. They make it almost pointless to build starbases cause they can just get destroyed ba a few anti structure ships.
I agree with Agent of Kharma. I like the mines they add a whole new defensive advantage. The only problem is lag. But I disagree with multiple starbases in grav wells. One is hard enough to kill with a large fleet if you make more than one some grav wells will be invincible. I think the starbases are pretty well balanced right now. and I love the Vasari starbase in how it can move. It is by far the best starbase.
ok thanks for the reply
After playing for about 50 minutes i have a Vasari Starbase that has the weapons and armor fully upgraded. Then a pirate fleet came to that planet and my starbase was only using the pulse cannons to attack It wasnt firing disintigrators or phase missiles even though it was fully upgraded. The same thing happened to another of my starbases on the other side of the map. Has anyone else heard of this problem?
I have a way to make only one unicomplex.... what you have to do is change it on the game constants or one of those entities so the Borg get it atomatically on their first planet (Just like a shipyard) but you dont put it on the build list for structures so there is no way to build it. I think that this almost makes sence having the unicomplex on the Borg homeworld only.